Recent community posts

As itch has developed they've been incredibly receptive to user feedback, to the point where every once in a while even a single suggestion can turn into a whole new site-wide feature.

Itch prioritizes people and their creativity, not abstract ideas like "industry" or "business sense" (not to say they lack sensibility in those regards. People-mindedness has proven to be quite sensible here!)

I've been looking for something like this for a while! Depending on how the technology develops this might make for a whole new level of accessibility that indie devs can utilize. I know even companies like Nicalis forgo online multiplayer features in most (all?) their games due to the workload it places on a project.

Paid: Open to proposals for projects that would take 2 months or less to see through; rates vary based on project scope.

Skill Trade: Will produce content for your project in exchange for content of equal value added to a project of my own OR hands-on tutorials for certain skills (I want to get better at making more things!).

I'm currently looking to assist projects with their musical needs, granted some pickiness as to the project's content and scope, plus additional criteria:

-Game Jams: I will happily work on a non-commercial game jam for free. The game jam can't exceed more than a weekend's worth of casual work, and I would maintain full ownership and distribution rights to the complete soundtrack. If the desire to make the project commercial should arise I'm open to payment/trade and ownership discussions.

-Short projects: I will make up to 5 minutes of music for a small, non-commercial project for free (you can squeeze a lot of loops out of five minutes). Seeking skill-trade for most small music projects, and I simply request to be credited and to maintain full ownership and distribution rights to the complete soundtrack. Commercial projects are accepted with payment/trade and rights negotiation.

-Long-term projects: I don't currently have the time to commit to a heavily-involved project, but am open to serious proposals for paid projects (time is money; you've got money, I've got time!).

Programming [Clickteam Fusion 2.5]: I've spent hundreds of hours as a Fusion hobbyist building and tinkering w/ custom 2D platformer/Metroidvania engines, a point n' click adventure game about Jack Nicholson, a digital deck-builder, and various smaller mechanics that I just wanted to get working for the fun of it. Unfortunately I've not yet completed a full project in programming, which is why I'm posting here!

-Game Jams: Same as before, I will happily work on a non-commercial game jam for free. The game jam can't exceed more than a weekend's worth of casual work, and we'd have to discuss the distribution. Will only program for a commercial project within a skill trade agreement.

-Short projects: I will program a relatively simple custom 2D engine that falls within my skillset for a non-commercial project. Must agree to a skill-trade.

QA/Testing: I love trying to break games. I even partially discovered a game-breaking glitch in Environmental Station Alpha just by pushing the game's mechanics to their limits. I also have edited and tested my own game The Ceramic Uncertainty which contains hundreds of branching story elements and plot paths.

I'll keep this simple: I'll test a jam/small project for free/trade + credit, long game must be paid/trade + credit.

ABOUT ME: I'm a 23 year-old professional multi-genre composer and multi-instrumentalist (guitar, bass, vocals, midi, LSDJ/Chiptune) who has been deeply passionate about creating and enjoying music. I have 11 years experience as a musician (blessed with 5-years professional work; mix of part & full-time), grew up marveling upon Sega Genesis, SNES, NES, and Gamecube soundtracks. I also have independently studied game development since 2012 dedicating myself to the Fusion series of Clickteam game development engines. I've had an abundance of collaboration within the music world and have only recently started gaining momentum in collaborative game development projects. Also low-key excited about making friends through game development.

I should start the sharing by saying that I've worked with good friends, fellow students (back in high school), as well as finding someone through posting flyers around at game shops. I am saddened to say that none of my collaborative experiences have panned out; most folks let other things in life take priority. The only game I've managed to finish & release started with an artist and ended text-based.

It's also quite troubling/surprising that since travelling the country for the better part of the last two years through the medium of DIY music and touring I've found zero folks who pursue game development, even on a casual level.

When 2 or more are gathered to make video games, that's a what I'd call a team. While I deeply admire the one-person dev powerhouses that make 95+% of their games (like Cave Story or Undertale), I do not find that's the type of developer I wish to be. I really enjoy a collaborative creative environment, but find it hard to cultivate & maintain and I feel like there are others who share this multi-person game development sentiment for all sorts of reasons.

How did you form your team? How did you find the folk(s) you work with and think, "This person is someone I want to share & produce these game ideas with."? Is there a process you went through in recruitment or job/team seeking, or was it born out of something more personal in nature?

It'd also be interesting to hear team-building/maintaining stories you've had in the past that have resolved, for better or worse!

I've made a D&D 5e campaign that has gone over well DMing for a couple different groups of players. I'd like to compile it into a format that is digitally distributable and easier to navigate than a traditional physical book or pdf module.My first thoughts on doing this is to use Twine or a similar program and organize the information by chapters or scenes, then having an appendix that will link to given information about an in-game location, item, etc.

I guess my thoughts could be summed up in a few questions:

Are there adventure templates or programs Google didn't tell me about that make the process of putting this information together efficient and patron-GM friendly?

Even better, have you made a distributable adventure module, and if so, how did you go about making it accessible to the every-day GM? This question has less to do with marketability and more to do with functionality/user-friendliness on the GM-side.

And I guess that brings up another good question: do you think that itch.io is a good place to distribute your role-playing adventure module for an existing game ruleset like D&D?

It sounds like you have well-enforced balance :) I certainly agree with implementing fresh ideas, though personally the caveat you mentioned has been the trick of mastery for myself. How do decide when to move forward, or how do you decide when iteration is going too deep?

This is some really key advice for folks who like to compartmentalize things to stay organized (like myself!). The only problem I have with this type of objective-based progress tracking is where to place features and ideas that come up as development progresses. it's like all the sudden I have all these outliers and factors that weren't previously considered, so I have to kinda improvise to keep the flow and not get caught up in the feature creep.

I finished my first game out of a personal mission to prove that I could actually achieve that goal. I learned a lot about myself in the process as a creator and as a person. For instance, I decided that I really don't like making games alone; I enjoy sharing the process of creation as much as I enjoy sharing the final project.

All that to say, I think what you desire to accomplish in game development might be something to consider for your approach to project management.

My name is Fallon, I make games and say they're made by Crazy Knuckles Productions, but it's really just me.

I made an interactive novel called The Ceramic Uncertainty in Twine; it's my first release (which you can find here on itch)!

I've spent 3 years learning game development independently. I like writing, design, and using Twine, but I'm really passionate about music composition (I tour and play live music for a living) and programming inFusion 2.5. I'm always making prototypes and thinking about making games with other folks, but have no real desire to make games alone.

I'm trying to find folks who like to make games. Not just for collaborative purposes, but in general. I'm from a small town in North Idaho and while I've found some friends here and there who've taken slight interest in dev stuff, I know no-one who is really passionate about it on a personal level besides myself... I like to have fun with games, but I do take them very seriously as art :)

I don't typically have much spending money, so when I get a game it's something I expect to have a great personal investment in. I think it's quite easy to find good games that are free, or to just play fun games I already own. But when I feel like I can become attached to a game is when I'll make a purchase. Attachment can present itself in many ways, be it socially in a co-op game, emotionally in a choice or story-heavy game, sheer enjoyment in the feel of a title's gameplay, etc. Even feeling connected to a developer and their design philosophy or simply who they are can be incentive enough :)